1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
|
// Example: Combined post-process using inline functions
// Demonstrates how to chain multiple simple effects without separate classes
#include "sequence_v2_uniforms"
#include "postprocess_inline"
@group(0) @binding(0) var input_sampler: sampler;
@group(0) @binding(1) var input_texture: texture_2d<f32>;
@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
};
@vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VertexOutput {
var out: VertexOutput;
let x = f32((vid & 1u) << 1u);
let y = f32((vid & 2u));
out.position = vec4<f32>(x * 2.0 - 1.0, 1.0 - y * 2.0, 0.0, 1.0);
out.uv = vec2<f32>(x, y);
return out;
}
@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
// Sample base color
var color = textureSample(input_texture, input_sampler, in.uv);
// Apply effects in sequence (customize as needed)
// color = apply_solarize(color, 0.4, 0.4, uniforms.time);
// color = apply_theme(color, vec3<f32>(1.0, 0.8, 0.6), 0.3);
color = apply_vignette(color, in.uv, 0.6, 0.1, uniforms.audio_intensity);
// color = apply_flash(color, uniforms.beat_phase * 0.2);
return color;
}
|